














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 50 / 521% |
Size | medium |
Lifes / Deaths | Killed by bone giant at level 50 on the 22nd Haze 123rd year of Ascendancy at 03:14 / 2Killed by Layuba the large brown snake at level 50 on the 32nd Haze 123rd year of Ascendancy at 08:55 |
Primary Stats
Strength | 101 (base 65) |
Dexterity | 93 (base 66) |
Constitution | 91 (base 34) |
Magic | 35 (base 16) |
Willpower | 26 (base 10) |
Cunning | 81 (base 64) |
Resources
Life | -136/1434 |
Mana | 0/474 |
Stamina | 181/310 |
Healing Factor | 1.4657453763917 |
Regeneration | 26.749853119146 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17.14642654451 |
Infravision | 5 |
See Stealth | 60.797963493854 |
See Invisible | 60.797963493854 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 164 |
Accuracy | 79 |
Crit Chance | 105% |
APR | 63 |
Speed | 0.91 |
Offense: Offhand
Damage | 114 |
Accuracy | 79 |
Crit Chance | 110% |
APR | 66 |
Speed | 0.91 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Arcane | +3% |
Mind | +9% |
All | 0% |
Light | +41% |
Physical | +24% |
Cold | +12% |
Fire | +21% |
Nature | +20% |
Offense: Damage Penetration
Lightning | +58% |
Light | +53% |
Nature | +68% |
Blight | +63% |
Physical | +52% |
Cold | +53% |
All | +38% |
Defense: Base
Armour (hardiness) | 38 (57.155997060385%) |
Defense | 98 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 31%( 70%) |
All | + 15%( 70%) |
Darkness | + 41%( 70%) |
Light | + 38%( 70%) |
Physical | + 31%( 70%) |
Mind | + 15%( 70%) |
Fire | + 23%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 38% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 930% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 6 times. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Belena the orc elite berserker. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Vorelranne the forest wight. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Yvenn the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by nezra gets escorts pls. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1641. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Wil Changes resistances penetration: +15% nature / +13% all Changes damage: +15% fire Critical mult.: +18.00% Maximum life: +58.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +4 Str / +4 Wil / +4 Con Changes damage: +9% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +8.00% Disarm immunity: +38% Life regen: +6.00 Stamina each turn: +1.40 Maximum stamina: +23.00 Spell crit. chance: +10% Mental crit. chance: +12% Light radius: +2 When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +25 (+5 eff.) Armour: +14 Damage when hit (Melee): 10 cold Changes stats: +4 Str / +3 Dex Maximum wards: +5 fire / +5 cold / +5 light / +5 temporal Changes damage: +9% cold Talent granted: +1 Ward Critical mult.: +15.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (302 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 38 light Damage (Ranged): 40 light Damage when hit (Melee): 10 light Changes stats: +7 Str / +8 Dex / +10 Mag / +33 Con Changes resistances: +10% darkness / +10% cold / +12% light / +25% nature Changes damage: +20% light Reduces incoming crit damage: 23.00% Light radius: +3 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +12 Str / +3 Dex / +3 Mag / +11 Cun / +10 Con Changes resistances: +9% fire Changes resistances penetration: +20% lightning Changes damage: +6% fire Stun/Freeze immunity: +110% Life regen: +8.00 Rings make your fingers look great! |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (127). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Physical crit. chance: +24.0% Damage when hit (Melee): 6 light / 6 cold Changes stats: +5 Dex Changes resistances: +3% light / +9% cold Changes damage: +3% cold Critical mult.: +25.00% Light radius: +2 Combat speed: +10% Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Changes resistances: +3% darkness Changes resistances penetration: +25% blight / +14% physical Changes damage: +9% blight / +24% physical Stealth bonus: +14 It can be used to create a temporary shield that absorbs 281 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 light Damage (radius 2) on crit: +16 light When wielded/worn: Physical crit. chance: +21.0% Physical power: +14 (+3 eff.) Changes resistances: +3% blight Changes resistances penetration: +15% light Changes damage: +6% light Light radius: +2 Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +27 (+5 eff.) Changes resistances: +12% acid / +12% light / +6% blight Changes damage: +15% light Life regen: +4.00 Maximum life: +108.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +9.0% Armour: +8 Defense: +31 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 6 cold Changes stats: +9 Str Changes resistances: +17% darkness / +14% physical Changes resistances penetration: +15% cold Changes damage: +3% arcane Critical mult.: +15.00% Spell save: +9 (+4 eff.) Stamina each turn: +1.40 Maximum life: +36.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() movement infusion (speed 525%; cd 18) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +17 (+3 eff.) Changes stats: +5 Mag / +1 Cun / +16 Lck Changes resistances: +6% nature Changes damage: +9% lightning / +7% blight / +14% fire / +15% nature / +3% mind Critical mult.: +16.00% Spellpower: +11 (+6 eff.) Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -17% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind Changes stats: +16 Dex / +15 Cun / +15 Con Changes resistances: +26% fire / +26% cold Changes resistances penetration: +25% mind Changes damage: +6% temporal Life regen: +7.00 Stamina each turn: +2.60 Movement speed: +20% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 19% Damage when hit (Melee): 4 mind / 2 darkness Changes stats: +6 Con Changes resistances: +25% mind / +13% physical Changes resistances penetration: +25% mind Changes damage: +9% darkness Physical save: +13 (+4 eff.) Confusion immunity: +46% Life regen: +9.00 Stamina each turn: +0.80 Maximum life: +73.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +9 Con Changes resistances: +3% acid Changes damage: +18% acid Physical save: +21 (+7 eff.) Blindness immunity: +22% Life regen: +7.00 Maximum life: +89.00 Light radius: +3 Infravision radius: +6 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +2 Wil Changes resistances: +16% temporal / +17% light / +16% darkness Talent mastery: +0.22 Cunning / Stealth Blindness immunity: +25% Pinning immunity: +23% Knockback immunity: +23% Infravision radius: +2 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Defense: +18 (+3 eff.) Changes stats: +8 Str / +4 Cun / +18 Con Changes resistances: +5% arcane Physical save: +16 (+5 eff.) Blindness immunity: +20% Healing mod.: +5% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 33% chance to reduce all saves and defense by 23 Damage (Melee): 23 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 23 Damage (Ranged): 19 physical Changes stats: +10 Cun / +6 Wil Changes resistances: +12% mind / +3% fire Changes resistances penetration: +10% mind Silence immunity: +25% Stun/Freeze immunity: +30% Mana each turn: +0.23 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +6 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 23 Damage (Melee): 9 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 23 Damage (Ranged): 15 physical Damage when hit (Melee): 4 fire Changes stats: +6 Str / +9 Dex / +4 Cun / +7 Con Changes damage: +3% fire Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 23 Damage (Melee): 23 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 23 Damage (Ranged): 20 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +8 Wil / +15 Cun Changes resistances: +6% lightning / +9% temporal / +7% blight / +12% fire / +45% nature / +5% arcane Changes damage: +16% nature / +20% lightning Damage affinity(heal): +20% lightning Spell save: +6 (+3 eff.) Poison immunity: +24% Disease immunity: +30% Mindpower: +12 (+5 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +8 Changes stats: +6 Str / +3 Dex / +6 Mag / +17 Wil / +5 Cun / +13 Con Changes resistances penetration: +15% blight / +8% all Mental save: +9 (+3 eff.) Maximum life: +49.00 Maximum hate: +2.00 Mindpower: +10 (+5 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 62.5 - 81.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+3 eff.) Changes resistances penetration: +15% blight / +15% cold Changes damage: +9% blight Disarm immunity: +41% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +50.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Cun, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() plaguebringer's stralite greatmaul (55-82 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 16 Damage (Melee): +17 blight When wielded/worn: Disease immunity: +35% Massive two-handed mauls. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 18.02 arcane and 17.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+12 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +15% acid / +3% light / +5% arcane Changes resistances penetration: +14% physical Changes damage: +9% nature Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 16 * Create an explosion dealing 45 acid damage (1/turn) Damage (Melee): +13 blight / +4 nature When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +5 (+1 eff.) Changes stats: +11 Str Changes resistances: +18% acid / +1% physical Changes resistances penetration: +29% acid Changes damage: +30% acid / +9% physical Disease immunity: +23% Pinning immunity: +10% Life regen: +4.18 Maximum life: +40.00 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 67.5 - 94.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 23 Damage (Melee): +10 mind When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +1% physical Changes damage: +3% physical Mental save: +12 (+4 eff.) Equilibrium when hit: +0.12 Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +3 Str / +1 Dex Changes resistances: +18% fire Changes resistances penetration: +15% fire Changes damage: +13% physical See invisible: +9 Blunt and deadly. |
![]() Cyranne the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +24 lightning When wielded/worn: Physical crit. chance: +3.0% Ammo reloads per turn: +4 Changes stats: +5 Dex Changes resistances penetration: +25% temporal / +20% physical Changes damage: +22% lightning / +21% temporal / +9% arcane / +18% mind Slings are used to hurl stones or metal shots at your foes. |
![]() lifebinding dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% cold Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +22 (+11 eff.) Spell crit. chance: +5% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +12 Defense: +29 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +4 Str / +6 Con Changes resistances: +6% lightning / +9% cold / +9% nature Stealth bonus: +11 Physical save: +29 (+10 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +7 (+2 eff.) Changes stats: +4 Dex / +2 Mag / +13 Cun Changes resistances: +20% light / +19% fire Stealth bonus: +8 Physical save: +9 (+3 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 201.60 cold damage and condensing the air into freezing vapors that deal 67.20 cold damage (based on Magic) each turn for 10 turns Activation costs 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +32 (+6 eff.) Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +25% arcane Physical save: +40 (+13 eff.) Spell save: +21 (+10 eff.) Mental save: +19 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +17% darkness / +14% temporal Changes resistances penetration: +15% fire / +10% physical Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Changes stats: +3 Mag / +3 Wil Spell save: +6 (+3 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +7 Con Changes resistances: +15% lightning / +9% light / +12% blight / +45% cold / +13% all Changes damage: +6% lightning / +22% cold / +25% nature Poison immunity: +44% Disease immunity: +44% Life regen: +4.10 Maximum life: +71.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +4 Mag / +5 Wil / +4 Con Changes resistances: +3% blight / +11% all Changes resistances penetration: +5% blight Changes damage: +8% nature / +6% temporal Physical save: +19 (+6 eff.) Poison immunity: +25% Disease immunity: +29% Mana each turn: +0.18 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +6 Con Changes resistances: +3% mind / +3% cold / +31% nature / +15% all Changes resistances penetration: +25% mind Changes damage: +27% nature Physical save: +28 (+9 eff.) Poison immunity: +33% Disease immunity: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe of frost (+27%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all / +27% cold Changes resistances penetration: +12% darkness / +12% physical Changes damage: +19% physical / +16% darkness / +18% cold Maximum hate: +11.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +11 Str / +1 Mag / +5 Wil / +8 Con Changes resistances: +24% darkness / +14% temporal Changes resistances penetration: +16% temporal / +12% darkness / +8% physical Changes damage: +9% physical Reduces incoming crit damage: 10.00% Maximum psi: +50.00 Mindpower: +9 (+4 eff.) Mental crit. chance: +1% Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Changes stats: +8 Str / +2 Mag / +6 Wil / +2 Cun / +13 Con Changes resistances penetration: +20% temporal / +10% physical Changes damage: +6% temporal Mindpower: +6 (+3 eff.) See invisible: +6 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 13 darkness Damage when hit (Melee): 2 nature Changes stats: +2 Cun / +6 Mag Changes resistances: +13% darkness / +5% light Changes damage: +5% arcane / +3% darkness Maximum vim: +30.00 Spell crit. chance: +1% Infravision radius: +1 Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 19% Damage (Melee): +6 arcane Damage (radius 2) on crit: +8 arcane / +15 light / +23 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 42.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +5% Fatigue: +3% Changes stats: +5 Con Changes resistances: +6% physical When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+5 eff.) Fatigue: +3% Changes resistances: +9% lightning / +9% fire Physical save: +16 (+5 eff.) Spell save: +18 (+9 eff.) Disease immunity: +20% Silence immunity: +20% Only die when reaching: -80.00 life A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +3 Defense: +25 (+5 eff.) Fatigue: +5% Changes stats: +7 Str / +2 Dex / +2 Con Light radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 595.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +8 Cun / +3 Wil Changes resistances: +3% light Changes damage: +6% arcane Pinning immunity: +10% Maximum psi: +30.00 Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +3.0% Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +24% lightning Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% See invisible: +9 A cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 nature Changes stats: +4 Str / +6 Mag / +6 Wil / +2 Cun / +4 Con Changes resistances penetration: +20% blight Changes damage: +15% blight / +12% arcane Physical save: +17 (+6 eff.) Spell crit. chance: +4% See invisible: +12 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Dex Changes resistances: +18% light Changes damage: +12% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Healing mod.: +20% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 595.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Str / +7 Dex Changes resistances: +6% acid / +3% physical / +6% light / +10% fire / +9% cold / +10% lightning Changes resistances penetration: +5% fire Spell save: +3 (+1 eff.) Poison immunity: +20% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 595.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() voratun helm 'Serpentransom' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +7 Con Changes resistances: +24% cold / +12% nature / +15% temporal Changes resistances penetration: +20% darkness / +15% nature Changes damage: +6% nature / +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Armour: +9 Defense: +22 (+4 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +23% lightning / +13% physical / +14% darkness / +9% cold / +10% acid Changes resistances penetration: +10% physical Allows you to breathe in: water Only die when reaching: -20.00 life Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +6 Defense: +19 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 2 blight Changes stats: +2 Wil Changes resistances: +16% blight / +11% darkness / +3% mind Changes damage: +12% arcane Life regen: +5.60 Stamina each turn: +0.80 Mana each turn: +0.04 Maximum life: +42.00 Light radius: +1 Healing mod.: +14% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 126 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +11 (+2 eff.) Fatigue: +7% Changes resistances: +19% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Healing mod.: +10% A suit of armour made of leather. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 60 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +3 Str / +6 Dex / +5 Cun Changes resistances: +12% acid Changes resistances penetration: +5% nature Changes damage: +9% acid / +6% nature Infravision radius: +8 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Changes resistances: +1% physical Changes resistances penetration: +15% fire Changes damage: +3% fire Stamina each turn: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Str / +4 Mag / +1 Cun Changes resistances: +10% nature Changes resistances penetration: +15% physical Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +7 Str / +3 Mag / +4 Con Changes damage: +12% light Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +1% physical / +3% fire Physical save: +5 (+2 eff.) Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 120 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() sentry's pouch of stralite shots of corruption (50/50, 52-63 power, 11 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +5.5% Capacity: 50 Turns elapse between self-loadings: 3 When this weapon hits: Curse of Impotence (20% chance level 4). Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Str Changes damage: +12% mind Reduces incoming crit damage: 15.00% Infravision radius: +1 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 434 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 22% for 2 turns. * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 acid Changes resistances: +3% light / +5% arcane It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 186 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 14% for 2 turns. * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +1 Str Changes resistances: +3% physical Reduces incoming crit damage: 10.00% Disease immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +3.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (302 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By nezra gets escorts pls the Cornac Rogue level 41
43rd Pyre 123rd year of Ascendancy at 22:29 see stats
By nezra gets escorts pls the Cornac Rogue level 50
13rd Haze 123rd year of Ascendancy at 04:09 see stats
By nezra gets escorts pls the Cornac Rogue level 41
42nd Pyre 123rd year of Ascendancy at 03:06 see stats
By nezra gets escorts pls the Cornac Rogue level 45
73rd Pyre 123rd year of Ascendancy at 00:44 see stats
By nezra gets escorts pls the Cornac Rogue level 44
67th Pyre 123rd year of Ascendancy at 17:31 see stats
By nezra gets escorts pls the Cornac Rogue level 50
55th Dusk 123rd year of Ascendancy at 03:40 see stats
By nezra gets escorts pls the Cornac Rogue level 16
7th Dusk 122nd year of Ascendancy at 11:49 see stats
By nezra gets escorts pls the Cornac Rogue level 43
64th Pyre 123rd year of Ascendancy at 00:07 see stats
By nezra gets escorts pls the Cornac Rogue level 37
34th Pyre 123rd year of Ascendancy at 10:45 see stats
By nezra gets escorts pls the Cornac Rogue level 29
77th Haze 122nd year of Ascendancy at 09:20 see stats
By nezra gets escorts pls the Cornac Rogue level 23
40th Haze 122nd year of Ascendancy at 10:41 see stats
By nezra gets escorts pls the Cornac Rogue level 33
9th Regrowth 123rd year of Ascendancy at 23:13 see stats
By nezra gets escorts pls the Cornac Rogue level 32
8th Allure 123rd year of Ascendancy at 18:29 see stats
By nezra gets escorts pls the Cornac Rogue level 34
12nd Regrowth 123rd year of Ascendancy at 23:11 see stats
By nezra gets escorts pls the Cornac Rogue level 50
9th Haze 123rd year of Ascendancy at 03:54 see stats
By nezra gets escorts pls the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 16:57 see stats
By nezra gets escorts pls the Cornac Rogue level 20
25th Dusk 122nd year of Ascendancy at 01:01 see stats
By nezra gets escorts pls the Cornac Rogue level 30
78th Haze 122nd year of Ascendancy at 06:24 see stats
By nezra gets escorts pls the Cornac Rogue level 40
40th Pyre 123rd year of Ascendancy at 07:14 see stats
By nezra gets escorts pls the Cornac Rogue level 50
54th Dusk 123rd year of Ascendancy at 06:03 see stats
By nezra gets escorts pls the Cornac Rogue level 23
66th Dusk 122nd year of Ascendancy at 05:41 see stats
By nezra gets escorts pls the Cornac Rogue level 46
7th Dusk 123rd year of Ascendancy at 19:02 see stats
By nezra gets escorts pls the Cornac Rogue level 32
8th Regrowth 123rd year of Ascendancy at 05:33 see stats
By nezra gets escorts pls the Cornac Rogue level 43
64th Pyre 123rd year of Ascendancy at 08:16 see stats
By nezra gets escorts pls the Cornac Rogue level 50
22nd Haze 123rd year of Ascendancy at 03:14 see stats
By nezra gets escorts pls the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 07:08 see stats
By nezra gets escorts pls the Cornac Rogue level 46
7th Dusk 123rd year of Ascendancy at 19:02 see stats
By nezra gets escorts pls the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 17:27 see stats
By nezra gets escorts pls the Cornac Rogue level 28
66th Haze 122nd year of Ascendancy at 08:16 see stats
By nezra gets escorts pls the Cornac Rogue level 46
6th Flare 123rd year of Ascendancy at 03:16 see stats
By nezra gets escorts pls the Cornac Rogue level 23
34th Dusk 122nd year of Ascendancy at 11:16 see stats
By nezra gets escorts pls the Cornac Rogue level 16
14th Dusk 122nd year of Ascendancy at 16:05 see stats
By nezra gets escorts pls the Cornac Rogue level 50
22nd Haze 123rd year of Ascendancy at 03:14 see stats
By nezra gets escorts pls the Cornac Rogue level 40
41st Pyre 123rd year of Ascendancy at 05:26 see stats
Log
Armoured skeleton warrior's is vulnerable to attacks and effects!
nezra gets escorts pls performs a melee critical strike against Armoured skeleton warrior!
nezra gets escorts pls damages himself through Martyrdom!
nezra gets escorts pls hits Armoured skeleton warrior for (198 absorbed), 0 physical, (36 absorbed), 0 light, (444 absorbed), 0 physical, (103 absorbed), 31 physical, 36 light, 569 physical, 36 light, 424 physical, 4 light, 38 light, 16 light, 36 light, 281 physical (1472 total damage).
Armoured skeleton warrior hits nezra gets escorts pls for 3 physical, 4 light, 49 physical, 4 light, 37 physical, 0 light, 4 light, 2 light, 2 light, 21 physical (125 total damage).
Melee retaliation hits nezra gets escorts pls for 7 lightning, 18 fire, 8 acid, 7 lightning, 18 fire, 8 acid, 7 lightning, 18 fire, 8 acid, 7 lightning, 18 fire, 8 acid, 7 lightning, 18 fire, 8 acid, 6 lightning, 15 fire, 6 acid (191 total damage).
Nezra gets escorts pls starts to bleed.
nezra gets escorts pls killed Armoured skeleton warrior!
Weakness Disease from Orc necromancer hits nezra gets escorts pls for 29 blight damage.
Bleeding from Belakira the heavy bone giant hits nezra gets escorts pls for 29 physical damage.
Something hits nezra gets escorts pls for 52 physical damage.
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Nezra gets escorts pls regains their strength.
Nezra gets escorts pls is free from the weakness disease.
Talent Stealth is ready to use.
Bleeding from Belakira the heavy bone giant hits nezra gets escorts pls for 29 physical damage.
Layuba the large brown snake summons a Ritch Flamespitter!
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Fan of Knives is still on cooldown for 1 turns.
Nezra gets escorts pls uses Venomous Throw.
Talent Fan of Knives is ready to use.
Bleeding from Belakira the heavy bone giant hits nezra gets escorts pls for 26 physical damage.
Nezra gets escorts pls's Venomous Throw performs a melee critical strike against Layuba the large brown snake!
Nezra gets escorts pls's Venomous Throw performs a melee critical strike against Layuba the large brown snake!
nezra gets escorts pls damages himself through Martyrdom!
Nezra gets escorts pls's Venomous Throw hits Layuba the large brown snake for 1091 nature, 193 physical (1283 total damage).
Layuba the large brown snake hits nezra gets escorts pls for 90 nature damage.
nezra gets escorts pls the level 50 cornac rogue was treehugged to death by Layuba the large brown snake on level 3 of Rak'shor Pride.